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Block break progress improvement #6500

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23 changes: 23 additions & 0 deletions src/player/Player.php
Original file line number Diff line number Diff line change
Expand Up @@ -865,6 +865,29 @@ static function() : void{
Timings::$playerChunkSend->stopTiming();
}

/**
* Checks if the player is currently on the ground. This is more accurate than {@link Player::isOnGround()} but slower.
*/
public function isActuallyOnGround() : bool{
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Something like calculate or smth in the name can be better than this function combined with docs ?

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Yeah, I'm not a fan of this naming either. Also, why do we actually need this?

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@GameParrot GameParrot Nov 21, 2024

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Yeah, I'm not a fan of this naming either. Also, why do we actually need this?

We need it because when using the normal is on ground method the break progress indicator is still too fast when jumping. What should it be renamed to?

$bb = $this->boundingBox->expandedCopy(-0.001, 0.001, -0.001);
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This change doesn't look related to the PR. Why would this be needed for ground calculation?

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Fixes inaccurate progress at high x/z coordinates

$maxY = (int) floor($this->location->y);
$minY = $maxY - 1;
$floorMinX = (int) floor($bb->minX);
$floorMinZ = (int) floor($bb->minZ);
$floorMaxX = (int) floor($bb->maxX);
$floorMaxZ = (int) floor($bb->maxZ);
for ($x = $floorMinX ; $x <= $floorMaxX ; $x++){
for ($y = $minY ; $y <= $maxY ; $y++){
for ($z = $floorMinZ ; $z <= $floorMaxZ ; $z++){
if ($this->getWorld()->getBlockAt($x, $y, $z)->collidesWithBB($bb)){
return true;
}
}
}
}
return false;
}

private function recheckBroadcastPermissions() : void{
foreach([
DefaultPermissionNames::BROADCAST_ADMIN => Server::BROADCAST_CHANNEL_ADMINISTRATIVE,
Expand Down
31 changes: 27 additions & 4 deletions src/player/SurvivalBlockBreakHandler.php
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,8 @@

use pocketmine\block\Block;
use pocketmine\entity\animation\ArmSwingAnimation;
use pocketmine\entity\effect\VanillaEffects;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
Expand Down Expand Up @@ -65,11 +67,29 @@ private function calculateBreakProgressPerTick() : float{
if(!$this->block->getBreakInfo()->isBreakable()){
return 0.0;
}
//TODO: improve this to take stuff like swimming, ladders, enchanted tools into account, fix wrong tool break time calculations for bad tools (pmmp/PocketMine-MP#211)
$breakTimePerTick = $this->block->getBreakInfo()->getBreakTime($this->player->getInventory()->getItemInHand()) * 20;

if (!$this->player->isActuallyOnGround() && !$this->player->isFlying()){
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$breakTimePerTick *= 5;
}
if ($this->player->isUnderwater() && !$this->player->getArmorInventory()->getHelmet()->hasEnchantment(VanillaEnchantments::AQUA_AFFINITY())){
$breakTimePerTick *= 5;
}
if($breakTimePerTick > 0){
return 1 / $breakTimePerTick;
$progressPerTick = 1 / $breakTimePerTick;

$haste = $this->player->getEffects()->get(VanillaEffects::HASTE());
if ($haste !== null){
$hasteLevel = $haste->getEffectLevel();
$progressPerTick *= (1 + 0.2 * $hasteLevel) * (1.2 ** $hasteLevel);
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}

$miningFatigue = $this->player->getEffects()->get(VanillaEffects::MINING_FATIGUE());
if ($miningFatigue !== null){
$miningFatigueLevel = $miningFatigue->getEffectLevel();
$progressPerTick *= 0.21 ** $miningFatigueLevel;
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}

return $progressPerTick;
}
return 1;
}
Expand All @@ -82,7 +102,10 @@ public function update() : bool{
$newBreakSpeed = $this->calculateBreakProgressPerTick();
if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){
$this->breakSpeed = $newBreakSpeed;
//TODO: sync with client
$this->player->getWorld()->broadcastPacketToViewers(
$this->blockPos,
LevelEventPacket::create(LevelEvent::BLOCK_BREAK_SPEED, (int) (65535 * $this->breakSpeed), $this->blockPos)
);
}

$this->breakProgress += $this->breakSpeed;
Expand Down